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                        Returning 35 results for 'champions weapons raise'.
                    
                
                        
                            
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                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    Angelic Weapons. The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8;{"diceNotation":"5d8","rollType":"damage","rollAction":"Angelic
                                                
                                            
                                                
                                                     Weapons","rollDamageType":"radiant"} radiant damage (included in the attack).
Divine Awareness. The planetar knows if it hears a lie.
Innate Spellcasting. The planetar's spellcasting ability is Charisma
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     one of its weapons.
Greatsword. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Greatsword"} to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4);{"diceNotation":"2d6+4
                                                
                                            
                                                
                                                     hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1);{"diceNotation":"1d8+1","rollType":"damage","rollAction":"Longbow","rollDamageType":"piercing"} piercing damage.Bone knights are the champions of
                                                
                                            
                                        
                                                     Monsters
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    , mirror image, mislead, raise dead, teleport, wall of fire
1/day each: imprisonment, meteor swarm
Legendary Resistance (3/Day). If Bel fails a saving throw, he can choose to succeed instead.
Magic
                                                
                                            
                                                
                                                     Resistance. Bel has advantage on saving throws against spells and other magical effects.
Magic Weapons. Bel’s weapon attacks are magical.Multiattack. Bel makes three attacks: two with his
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                    Angelic Weapons. The Abbot's weapon attacks are magical. When the Abbot hits with any weapon, the weapon deals an extra 4d8;{"diceNotation":"4d8","rollType":"damage","rollAction":"Angelic Weapons
                                                
                                            
                                                
                                                     spells, requiring only verbal components:
At will: detect evil and good
1/day each: commune, raise dead
Magic Resistance. The Abbot has advantage on saving throws against spells and other magical
                                                
                                            
                                        
                                                     Monsters
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    : bless, cure wounds, protection from evil and good
1/day each: banishment, heal, raise dead, shapechange (into a golden-furred mammoth with feathered wings and a flying speed of 120 ft.), teleport
                                                
                                            
                                                
                                                     (with no chance of error)
Magic Weapons. The hollyphant's weapon attacks are magical.Tusks. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Tusks"} to hit, reach 5 ft
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 4: Eldraine Creatures
                                                    
                                                
                                            
                                                     the realm, knighthood is among the highest honors one can receive. Knights of the realm, who are all addressed with the honorific “Syr,” are revered as champions, heroes, and paragons of
                                                
                                            
                                                
                                                     virtue. They have many responsibilities, from protecting townsfolk to embarking on adventures in the wilds. Knights are often equipped with fine armor and weapons, and they ride noble steeds of various
                                                
                                            
                                        
                                                    Deva
                                                    
    
        Legacy
    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    Angelic Weapons. The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8;{"diceNotation":"4d8","rollType":"damage","rollAction":"Angelic Weapons
                                                
                                            
                                                
                                                    , requiring only verbal components:
At will: detect evil and good
1/day each: commune, raise dead
Magic Resistance. The deva has advantage on saving throws against spells and other magical
                                                
                                            
                                        
                                                    Planetar
                                                    
    
        Legacy
    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    Angelic Weapons. The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8;{"diceNotation":"5d8","rollType":"damage","rollAction":"Angelic
                                                
                                            
                                                
                                                     Weapons","rollDamageType":"radiant"} radiant damage (included in the attack).
Divine Awareness. The planetar knows if it hears a lie.
Innate Spellcasting. The planetar's spellcasting ability is Charisma
                                                
                                            
                                        
                                                    Triton
                                                    
    
        Legacy
    
    
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     to escape so easily. A great conclave of tritons chose volunteers skilled in weapons and magic as part of an expeditionary force to enter the Material Plane and seek out their enemies.
Those tritons
                                                
                                            
                                                
                                                     the tritons’ role as the world’s true protectors.
Staunch Champions
Despite their off-putting manners, tritons are benevolent creatures at heart, convinced that other civilized races
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     to allow their greatest souls to be lost to Dolurrh. Using powerful magic, they raise these champions as deathless, a form of undead imbued with positive energy. The Undying Court is a council of the
                                                
                                            
                                                
                                                    The Undying Court 
 The Undying Court
 Our greatest champions and sages will never be lost to us. Their wisdom guides us, and their power protects us all. Honor our past. Respect our traditions
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     champions flock to Ilysia, threatening to breach the ward’s sanctity and allow Erebos’s influence to creep in. 
   3  Servants of Heliod find a stone that can raise the dead in both body and soul. Enraged
                                                
                                            
                                                
                                                    Erebos as Campaign Villain The god of death is a natural villain, whether from the beginning of the campaign or after he takes a villainous turn against his former champions. As a campaign villain
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     kraken is defeated, Thassa sends her champions to collect the beast’s heart so they might resurrect the creature. Characters might then face off against Thassa’s champions while they attempt this
                                                
                                            
                                                
                                                     resurrection, or fight several younger krakens her champions are training. Such a campaign might end with the adventurers convincing other gods to placate Thassa, or paying penance in the form of treasure
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the victor. Level 3: Improved Critical Your attack rolls with weapons and
                                                
                                            
                                                
                                                     Physical Excellence in Combat A Champion focuses on the development of martial prowess in a relentless pursuit of victory. Champions combine rigorous training with physical excellence to deal
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     use magic and blessed weapons to protect the just and root out wickedness across the Multiverse.  These angels act where they can against overwhelming evil, but to avoid the attention of the Lower
                                                
                                            
                                                
                                                     Planes, they prefer to let mortals attend to affairs on the Material Plane. Planetars often choose mortal champions to oppose threats they’re loath to face directly, involving themselves only if
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     gains access to the fortress, they find the north entrance under heavy guard. A sizable force of ten sahuagin, two sahuagin champions, and two sahuagin coral smashers hold ranks here, prepared to face
                                                
                                            
                                                
                                                     sahuagin are using these barracks as a forward command post. Thirty sahuagin, three sahuagin champions, five sahuagin coral smashers, and Blademaster Makaht (sahuagin blademaster, see appendix C), if
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    , Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, or Survival Weapon Proficiencies Simple and Martial weapons Armor Training Light, Medium, and Heavy armor and
                                                
                                            
                                                
                                                    , Dungeoneer’s Pack, and 11 GP; or (C) 155 GP  Fighters rule many battlefields. Questing knights, royal champions, elite soldiers, and hardened mercenaries—as Fighters, they all share an unparalleled prowess
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     Constitution Skill Proficiencies Choose 2: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, or Survival Weapon Proficiencies Simple and Martial weapons
                                                
                                            
                                                
                                                    , Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Dungeoneer’s Pack, and 11 GP; or (C) 155 GP  Fighters rule many battlefields. Questing knights, royal champions, elite soldiers, and hardened mercenaries
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    Iroas as Campaign Villain Characters are likely to raise the ire of Iroas because they oppose his followers in battle or defy his ideals. His anger is direct and unsubtle, much like Iroas himself
                                                
                                            
                                                
                                                    , forms a group in support of Mogis. Iroas, rather than accepting Heliod’s aid, launches a grand campaign of his own against his brother. 
   3  Mogis arms one of his champions with an axe capable of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
                                                    
                                                
                                            
                                                    . Vocath enjoys blood sports, and his base houses a gladiatorial arena where champions do battle with fearsome creatures that Vocath has transported from Fyreen. Factions send their greatest warriors to fight in the arena to get Vocath’s attention or to win supplies, weapons, or both.
                                                
                                            
                                                
                                                     seems to have offended them.
 “The only thing these factions seem to have in common is their hunger for ships, spelljamming helms, and weapons—things I can’t provide. War is everyone’s native tongue here
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    Duels in the Repository Strixhaven students have the following rules for duels at the Furygale Repository: Only two students duel at a time. Duelists must use magic to defeat their opponents. Weapons
                                                
                                            
                                                
                                                     breaks these rules loses the duel. If a duelist kills an opponent, the killer, if discovered, is expelled from the university and forced to pay for raise dead to be cast on the dead duelist. As
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     & Dragons. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings — as fighters, they all share an unparalleled mastery with weapons and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     weapons are prefered. Battlemasters and Champions are both sound archetypes for fighters, while Karrnathi wizards are typically Evokers or Necromancers. Heavy Armor Master, Sentinel, and Tough are all
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     & Dragons. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings — as fighters, they all share an unparalleled mastery with weapons and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     nation, the dwarves have recovered many weapons of war created in the final days of the empire. Some of these weapons were forged by the dwarves to wield against the daelkyr, but others were made by
                                                
                                            
                                                
                                                     the use of these symbiotic weapons and any exploration of daelkyr magic, notably the prominent Clan Mroranon. Others, particularly Clan Soldorak, have embraced this magic to use against the daelkyr
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    Goblinoids (Heirs of Dhakaan) War drums are sounding in the depths beneath Darguun. Bugbear champions hone their adamantine greatswords, and hobgoblin dirge singers call the legions to battle. The
                                                
                                            
                                                
                                                     clan, or kech, believes its leader has the right to control all the others. And so the champions of Dhakaan continuously compete with each other to prove their right to rule. The Kech Sharaat
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     moving a lever, and the DM describes what, if anything, happens. For example, a character might decide to pull a lever, which might, in turn, raise a portcullis, cause a room to flood with water, or
                                                
                                            
                                                
                                                     character can wrench the lever into place. The DM sets the DC for any such check based on the difficulty of the task. Characters can also damage objects with their weapons and spells. Objects are immune
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    .
 The remains in the southwest cell are those of a female orog who was captured by Arcturia and stripped of her weapons. The hobgoblins found her, shot her full of arrows through the bars, and left her
                                                
                                            
                                                
                                                     can be used to raise any of the portcullises one at a time, or to lower all the portcullises into place. The portcullises are impervious to weapon damage. The gaps between the bars are 4 inches wide
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     buckles (1 gp each), and an anemone stuck in a glass bottle. 49. Champions’ Armory Two stone racks run the length of this room, forming aisles. The racks hold spears, tridents, and warhammers.
 This
                                                
                                            
                                                
                                                     fish-like humanoid on the rack. As you watch, a wheel is turned, the victim emits another shriek, and the torturers hiss with pleasure.
 Three sahuagin champions are torturing a locathah here (see
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     force of light, but it can act only through mortal champions. The few powerful benevolent NPCs have limitations: the Keeper of the Flame loses her powers if she leaves her citadel. The Great Druid, the
                                                
                                            
                                                
                                                     remarkable in Eberron. DM TIP: HIGH STAKES
 What’s better than a battle on the deck of an airship? A battle on the deck of an airship that’s about to crash! A DM should look for ways to raise the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     moving a lever, and the DM describes what, if anything, happens. For example, a character might decide to pull a lever, which might, in turn, raise a portcullis, cause a room to flood with water, or
                                                
                                            
                                                
                                                     character can wrench the lever into place. The DM sets the DC for any such check based on the difficulty of the task. Characters can also damage objects with their weapons and spells. Objects are immune
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     general hands-off attitude toward his champions means that groups of his followers could easily find themselves on opposite sides in a conflict, and in extreme cases Purphoros himself sends heroes to
                                                
                                            
                                                
                                                     Purphoros turns to Mogis to enhance his craft, engaging in bloody rituals to produce exquisite cursed weapons. 
   2  An aging veteran seeks to replace her body with living bronze and enlists a genius
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    , and the flesh gnawers, which rely on natural savagery rather than weapons to tear apart their foes. A pack of hyenas is always part of the band, and sometimes these beasts are as numerous as the
                                                
                                            
                                                
                                                     Pack Lord Most war bands are led by pack lords. These champions of Yeenoghu curry their lord’s favor with living sacrifices. They mark their hides with bloody runes, which sometimes grant supernatural
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    Planetar Planetars act as the weapons of the gods they serve, presenting a tangible representation of their deities’ might. A planetar can call down rain to relieve a drought, or can loose an insect
                                                
                                            
                                                
                                                     (15,000 XP)
 Angelic Weapons. The planetar’s weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).
 Divine
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hold Back The Dead
                                                    
                                                
                                            
                                                     the sky. Although there isn’t any direct sunlight, Bright Light prevails in all areas except in the fog, which is an area of Darkness. Siege Equipment. The fortress has five siege weapons provided by
                                                
                                            
                                                
                                                     needed. A character can take a Utilize action to lower or raise a rope ladder. Walls. The fortress walls have few handholds, so climbing them requires a successful DC 10 Strength (Athletics) check. Siege
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     branches of trees, making them equivalent to awakened shrubs or awakened trees. Earth elementals incorporate building materials in their forms to serve as armor and weapons. Plant Creatures Many Selesnya
                                                
                                            
                                                
                                                     guild’s goals and virtues. Members of the guild raise them from infancy, carefully protecting the foals from griffons, drakes, and other aerial predators. Selesnya Creatures  Challenge Creature
                                                
                                            
                                        






